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Waterjacked! News

The Rogue Bots are here!

[p][/p][h3]Hey Valley Dwellers![/h3][p]We're so excited to share that we're participating in Rogue Bots this year, a festival all about roguelike games and robots! It was super awesome to find this fest as Waterjacked hits both of those requirements! As with all festivals, it can be pretty time-consuming browsing through the amount of games, and sometimes, some really cool ones get missed! Below, Jacob and I have included a sorted list of some participants' games that we thought were really cool. If you have the time, check them out![/p][p]Rogue Bots will run from March 1st to March 9th. You can find the full festival page here, or you can click the banner at the top of Waterjacked's store page or any participating game's page. There are over 100+ games with free demos, so go help out some other amazing devs and give them some feedback![/p][p][/p][h2]All the bullets![/h2][h2][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]Sparky concepts![/h2][h2][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]Co-op![/h2][h2][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]Released Titles![/h2][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Straight From The Pond, Edition #2

[h3]Hey Valley Dwellers![/h3][p]The second edition of Straight From The Pond is out! It covers what's been happenin' in February and what we've got planned in terms of expos and festivals. There's some info about new enemies for Waterjacked, too![/p][h3]Read more here![/h3][p][/p][p][/p][p][/p]

Hotfix v1.0.9-vis

[p]Hello Valley Dwellers! v1.0.9-vis is now live! The full patch notes:[/p][h2]Bug Fixes[/h2][p]- Fixed crash on loss when trying to save or load game state.[/p][p]- Fixed game save being recognized incorrectly, so you can continue runs, instead of being forced to restart every time.[/p][p]- Fixed enemies not displaying their death rewards for the correct duration.[/p][p]- Fixed enemies dropping augment chests much more than they should have.[/p][p]- Fixed a few UI bugs due to elements not having the correct mouse filter set.[/p][p]- Enemy tooltips will close automatically if you are viewing the tooltip of an enemy as it dies.[/p][p]- Augments correctly display their quantity in the shop.[/p][p]- Fixed the incorrect colors on the modbelt reroll cost.[/p][p]- Fixed rerolling always being available at the start of a scenario, regardless of it being disabled or not.[/p][p]- Fixed the scroll bar in the Backpack in the Fabricator Shop from using bad textures when hovered or pressed.[/p][p]- Fixed an inconsistency in the spawner that prevented enemies from previewing on the very first turn or after a wave was spawned.[/p][p]- Fixed tooltips opening even after you change views from the playfield to the GRID or vice versa.[/p][p]- Fixed a visual bug with the Power Display that was caused by the available power not getting clamped to its power cap.[/p][p]- Fixed current health not updating itself on the map stats HUD when your health cap is changed.[/p][p]- Fixed a crash when killing a Guzzler, and it has modules to return to you.[/p][p]- Fixed a bug that caused tooltips to appear at a module's original placement slot and not follow it.[/p][p]- Fixed the incorrect hover sprite appearing on the large map buttons.[/p][p]- Fixed a bug that could cause your stats to go below their internal minimum values.[/p][h2]Adjustments[/h2][p]- When using the settings menu to delete save data and in the main menu, the new campaign button correctly updates its text.[/p][p]- Save data is immediately deleted upon loss to prevent exploits. You can still exit mid-scenario to the main menu and reload for now, in case you encounter any bugs and don't want to restart a run.[/p][p]- The color of the power display was incorrectly stated in the tutorial, and has been corrected.[/p][p]- Enemies no longer move on the turn that they spawn in.[/p][p]- Updated the descriptions of a handful of Augments.[/p][p]- Added some unused sound effects. These are not permanent, but fill the silence.[/p][p]- Adjusted the intro slide text slightly for readability and dramatic effect.[/p][p]- Added new panels for general in-game UI elements.[/p][p]- Added a special panel for Augments and Herbals[/p][p]- Scenario Previews can now show a percentage drop rate for chests if one is not guaranteed.[/p][h2]Balancing [/h2][p]- The first set of scenarios had their GRID shapes and sizes adjusted, as well as the number of enemies and spawning intervals.[/p]

The Visibility Update

[p]Hey Valley Dwellers, Wyatt here!

Super excited to finally let you all know the Visibility Update is live for everyone to play. This update is free and has been applied to the demo of the game. If you run into any bugs, have any questions, or would like to provide any feedback, we have a dedicated forum channel set up in our Discord. Additionally, you can hit us on any of our socials, and we'll get back to you. If you're more old-school, you can also email us at [email protected].

You can find the full changelog here![/p][h2]What's next?[/h2][p]The Visibility Update is the first of four major updates Waterjacked will be receiving. Each of these updates will be applied to the Demo for free, so you'll be able to try the game out each step of the way and give us your feedback. I'm working on the second edition of Straight from the Pond, our monthly newsletter, which will detail our next steps.[/p][p]The newsletter will cover our steps fully, but for a quick rundown, we're shifting our focus to the Elephant Graveyard update. This update is all about content - Modules, Augments, and Robots! One lesson we've taken away from the Visibility Update is releasing content over the course of the updates' development. Although we are happy with the Visibility Update, we want to make sure Players have content to check in on regularly instead of having to wait a long period of time before they can touch anything. Thank you all for your support, and we'll see you next week with the new Straight from the Pond!

P.S. Here's a sneak peek at the revised Guzzler animations we're working on! Look at that swang.
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Visibility Update Changelog

[p]Hey Valley Dwellers! Jacob here, and today it’s finally time to take y’all through the myriad changes that Waterjacked has gotten in the multiple months since our last Demo update! It’s been a hell of a time, and we are all so happy with what’s been improved and implemented since October. Now then, onto the changes!
[/p][h3]Visual Changes and Improvements[/h3]
  • [p]New GRID sprites.[/p]
  • [p]Replaced or added brand new UI elements when in-scenario.[/p]
  • [p]AP is now called "Actions."[/p]
  • [p]When editing or placing modules on the GRID, there are now small previews that inform you of the action cost.[/p]
  • [p]Updated sprites for the Bumper, Splitter, and EMP modules (goodbye blue bumper, we will miss you).[/p]
  • [p]Scenario pips on the map have been re-done to be more responsive and readable.[/p]
  • [p]Scenario previews have been re-done:[/p]
    • [p]Now stylized after wanted posters.[/p]
    • [p]View which rewards you'll receive.[/p]
    • [p]Enemy icons now appear if at least one enemy of that type appears in the scenario.[/p]
  • [p]Added hanging signs for the Fabricator’s Shop, Water Bill (still WIP), and Map.[/p]
  • [p]While viewing the map and shop, your current run stats are shown in the bottom left.[/p]
    • [p]These update in real time as your purchase and sell items that adjust said stats.[/p]
  • [p]The Fabricator's Shop has received a visual update:[/p]
    • [p]The Backpack UI has been changed, and now also shows which Augments you own.[/p]
    • [p]Banners and decorations based on the shop item’s rarity have been added.[/p]
    • [p]When recycling an item, you now see a preview of what resources you’ll gain back.[/p]
  • [p]Tooltip system added:[/p]
    • [p]A small indicator will appear when hovering over an item that has a tooltip.[/p]
    • [p]Once the indicator fills, a tooltip will appear.[/p]
    • [p]Tooltips are available in the shop and in-scenario for enemies and modules.[/p]
  • [p]Encyclopedia system added: [/p]
    • [p]You can access the encyclopedia anytime from the pause menu.[/p]
    • [p]Small info pips are available on shop items that will take you straight to the item’s entry in the encyclopedia.[/p]
  • [p]The intro slides at the start of a campaign have been re-done.[/p]
  • [p]General alerts have been added at the start and end of a scenario.[/p]
    • [p]Specialized alerts play when the GRID is nearing its collapse state.[/p]
  • [p]A damage vignette appears when you are low on health.[/p]
  • [p]The pause button is now smaller and colored to match the other HUD elements.[/p]
[h3]Gameplay Changes and Improvements[/h3]
  • [p]Tutorial overhauled (and is now functional).[/p]
  • [p]Augments have been added:[/p]
    • [p]Can be received as a scenario clear reward, a rare drop from enemies, or purchased from the shop.[/p]
    • [p]Notification system added that notifies you when an Augment is triggered.[/p]
    • [p]Augments are the only items that allow you to adjust your stats.[/p]
    • [p]Augments can also provide a wide range of supplemental effects, such as causing excess damage to hit another robot or the triggering of status effects.[/p]
  • [p]Mini-Turret module updated:[/p]
    • [p]The Mini-Turret now shoots a targeting reticle when powered.[/p]
    • [p]Originally, we thought of adding some modules that appear next to the Player on the playfield. We decided against this, and as such, the Mini-Turret no longer appears next to the Player on the playfield.[/p]
  • [p]The AP Generator module has been removed, but will be added in the future as an Augment.[/p]
  • [p]New enemy: the Puddle Jumper.[/p]
  • [p]New system added: GRID shifting.[/p]
  • [p]New loss condition: GRID collapse.[/p]
    • [p]GRID collapse occurs when the number of active slots on the GRID drops below three (3).[/p]
[h3]Bug Fixes[/h3]
  • [p]An abhorrent amount of bug fixes and stability improvements[/p][p][/p]
[p]As a reminder, the Visibility Update will be releasing Friday, February 20th, so keep your eyes on that Steam download queue![/p]